As a test, I went straight up 100 times. 100 out of 100 times the third room was a dead end. I thought the rooms are supposed to be RNG based. That's what you sold us on by saying it was a Blue Prince-like.
Apparently, I didn’t tutorialize this fact well enough: the room you get is based on a property of the player (watch the player sprite closely,) which is why your test gets the same results.
Also: there are some room elements that are random. In fact, the game itself tells you what one of those random elements is.
Further thoughts: I think "Blue Prince-like" implying RNG is a valid expectation, which makes me glad I added in RNG elements. Those got added in later than you'd think! I could have made a version with no randomness at all, which to me would have still been a "Blue Prince-like" since it still has room building.
I feel like the lack of RNG rooms, but rather leaving it up to the player or with the notes to be understood, make the game 100 times more enjoyable than blue prince itself.
Obviously different people enjoy different things, but it was such a great "ah-ha!" moment when I even just NOTICED (not even fully figured out) the rooms mechanic.
It's much more enjoyable than "yeah on this side you have a 10% increased chance of 30% more tiles with 5% more holes, but only if you found the 25% chance of spawn map with a 3% modifier and you also already did an arabian backflip in the living room (which has a 30% chance of appearing but only if you already went through a corridor which has a 60% chance of appearing on the furthermost backside during a new moon)[numbers not included in the game, it's up to you to guess the numbers; half of the times the numbers are half digit wrong]."